Thursday, September 14, 2017

Lux Tenebris: Elgrin Uldarr

ELGRIN ULDARR, L7 Male Mountain Dwarf Druid & Sailor


STR     13 (+1)
DEX    12 (+1)
CON   13 (+1)
INT     13 (+1)
WIS     18 (+4)
CHA   14 (+2)
HP       43
AC      12 (Leather armor)

Traits:
Darkvision
Dwarven Resilience
Stonecunning
Languages: Common, Dwarvish, Druidic

Proficiencies: +3
Armor: Light, Medium, Shields (no metal)
Weapons: Battleaxe, Handaxe, Throwing hammer, Warhammer, Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears
Tools: Smith’s tools, Navigator’s tools, Vehicles-Water, Herbalism kit
Saves: Intelligence +4, Wisdom +7
Skills: Animal Handling +7, Athletics +4, Perception +7, Survival +7

Feats:
Ship’s Passage
* * *
Wild Shape (CR 2, No Flying)
Druid Circle: Circle of the Moon
- Combat Wild Shape
- Circle Forms
- Primal Strike

Spellcasting:
Spells Known: 11
Spell DC: 15
Atk Mod: +7
At-Will (3): Guidance, Poison spray, Resistance
L1(4): Detect magic, Fog cloud, Healing word, Thunderwave
L2(3): Barkskin, Hold person, Moonbeam
L3(3): Dispel magic, Water breathing, Water walk
L4(1): Icestorm

Equipment:
Battleaxe. Melee; +4 to hit; deals 1d8 +1 slashing; Versatile (1d10).
Club. Melee; +4 to hit; deals 1d4 +1 bludgeoning; Light.
Leather armor. Light armor; AC 11 + Dex Mod.
50 ft of silk rope, a lucky charm, a set of common clothes, a belt pouch with 10gp.


Elgrin Uldarr isn’t a resident of Ordotown, but a frequent visitor. The gray-bearded dwarf is the captain of a smuggling vessel, The Sea Worm. Uldarr drops anchor in Deadwater Bay at least once a season. Usually, he drops off supplies for Madame Nightcoin. More rarely, he ferries passengers to and from Ordotown for a nice profit.  He keeps his mouth shut and never does anything for free. Those who try to force concessions from the dwarf usually find themselves suddenly facing a growling tiger or snarling dire wolf.  Most don’t survive the experience.

Lux Tenebris: Airen Stormhand

AIREN STORMHAND, L9 Human Fighter & Hermit.


STR 19 (+4)
DEX 15 (+2)
CON 13 (+1)
INT 13 (+1)
WIS 10 (+0)
CHA11 (+0)
HP 63
AC 15 (Chain Shirt)

Traits:
Languages: Common, Draconic, Orcish

Proficiencies: +4
Armor: All armor, Shields
Weapons: Simple, Martial
Tools: Herbalism kit
Saves: Strength, Constitution
Skills: Acrobatics +6, Athletics +8, Medicine +4, Religion +5

Feats:
Wanderer*
* * *
Fighting Style: Great Weapon Fighting
Second Wind (1x)
Action Surge (1x)
Martial Archetype: Champion
- Improved Critical: 18/19
- Remarkable Athlete
Extra Attack (1)
Indomitable (1x)

Equipment:
Greatsword. Melee. +8 to hit; deals 2d6 +4 slashing; Heavy, 2-handed.
Daggers(2). Melee. +8 to hit; deals 1d4 +4 piercing; Ranged, 20/60 ft; Finesse, Light.
Chain shirt. Medium armor; AC 13 + Dex Mod (max 2).
An explorer’s pack, an herbalism kit, a scroll case, a blanket, a set of common clothes, 5gp.

*Note: Discovery feature was swapped out for Wanderer feature.


Airen Stormhand is a newcomer to Ordotown. She’s only been there a few months, but has proven herself a formidable fighter.  During the day, she spends her time outside town, but she always returns at sunset.  Most of the time, she returns with minor wounds.  At night, she can be found either in her squat or at Madame Nightcoin’s tavern. The local barflies have learned not to bother Airen unless they want body parts cut off.

Monday, September 11, 2017

Lux Tenebris: Aliera Nightcoin

ALIERA NIGHTCOIN, L12 Rock Gnome Bard


STR 07 (-2)
DEX 07 (-2)
CON 16 (+3)
INT 11 (+0)
WIS 14 (+2)
CHA 17 (+3)
HP 92
AC 11 (Ring of Shielding)

Traits:
Size: Small, 25 ft.
Darkvision
Gnome Cunning
Artificer’s Lore
Tinker

Proficiencies:+4
Armor: Light
Weapons: Simple weapons, Hand x-bows, Longswords, Rapiers, Shortswords
Tools: Tinker’s tools, Disguise kit, Drum, Harp, Fiddle, Mandolin
Saves: Dexterity +2, Charisma +7
Skills: Acrobatics +2, Deception +11, Insight +6, Medicine +7, Perception +11, Performance +11, Persuasion +11, Survival +7

Feats:
By Popular Demand
* * *
Bardic Inspiration(3x/1d10)
Jack of All Trades
Song of Rest (1d8)
Bard College: Lore
- Bonus Proficiencies
- Cutting Words
- Additional Magical Secrets
Expertise
Font of Inspiration
Countercharm
Magical Secrets


Spellcasting:
Spells Known: 15
Spell DC: 15
Atk Mod: +7
At-Will(4): Dancing light, Magehand, Minor illusion, Vicious mockery
L1(4):  Charm person, Detect magic, Disguise self, Tasha’s hideous laughter
L2(3): Hold person, Invisibility, Lesser restoration
L3(3): Dispel magic, Fear, Vampiric touch
L4(3): Dimension door, Stoneskin
L5(2): Modify memory, Teleportation circle
L6(1): Disintigrate

Equipment:
Ring of Shielding. Magical item; Rare; Required attunement. +3 AC.

Aliera Nightcoin, more commonly known as Madame Nightcoin, heads the third faction that controls Ordotown. It might be polite to refer to her associates as ‘businessmen.’ In reality, it would be more honest to describe them as smugglers, whoremasters, slavers and pirates.
Nightcoin operates the only tavern in Ordotown. It’s a modest affair, offering cheap booze and a trio of worn-out whores for purchase. The best thing that can be said about the establishment is that at least the whores are clean and the booze isn’t watered down too much.
There are rumors that Madame Nightcoin used to work for the Veil, or the Black Glove. Supposedly, she double-crossed both organizations, making off with an enormous fortune that she has hid and that she’ll retrieve at some point in the future.  Given her apparent age, some people wonder how much future the old gnome could have left?
Madame Nightcoin could probably take over Ordotown if she wanted.  She and her associates control the pipeline of material resources that keep the place going. They could probably starve the other factions into obedience, but its unlikely they’d be able to retain power for long.
In any event, Madame Nightcoin isn’t interested in running Ordotown. If the rumors are true, she’s just biding her time, until her former associates stop looking for her.

Lux Tenebris: Tar Stilltongue

TAR STILLTONGUE, L9 Kenku Cleric of Halab, God of Mercy


STR 08 (-1)
DEX 12 (+1)
CON 12 (+1)
INT 11 (+0)
WIS 18 (+4)
CHA 09 (-1)
HP 48
AC 14 (Armor & Shield)

Traits:
Expert Forgery
Mimicry
Languages: Common, Auran, Celestial, Gnomish

Proficiencies: +4
Armor: Light, Medium, Heavy, Shields
Weapons: Simple
Tools:
Saves: Wisdom +8, Charisma +3
Skills: History +4, Insight +8, Medicine +8, Religion +4, Stealth +5, Sleight of Hand +5

Features:
Shelter of the Faithful
* * *
Divine Domain: Life
- Domain Spells
- Disciple of Life
- Blessed Healer
- Divine Strike
Channel Divinity
- Turn Undead
- Preserve Life
Destroy Undead (CR 1 or lower)

Spellcasting:
Spells Known: 13
Spell DC: 16
Atk Mod: +8
At-Will(4): Guidance, Mending, Spare the Dying, Thaumaturgy
L1(4): bless, cure wounds, Guiding bolt, Healing word, Protection from good/evil, Shield of faith
L2(3): lesser restoration, spiritual weapon, Aid, Calm emotions, Prayer of healing
L3(3): beacon of hope, revivify, Create food & water, Remove curse, Spirit guardians
L4(3): death ward, guardian of faith, Divination, Freedom of movement
L5(1): Greater restoration

Equipment:
Light x-bow. Ranged, 80/320 ft; +5 to hit; deals 1d8 +1 piercing; Loading, 2-handed.
Mace. Melee. +3 to hit; deals 1d6 bludgeoning.
Leather armor. Light armor. AC 11 + Dex Mod.
Shield. AC +2.
A priest’s pack, a holy symbol, a prayer wheel, 5 sticks of incense, vestments, a set of common clothes, a belt pouch with 15 gp.

The kenku cleric called Stilltongue has been in Ordotown for about fifteen years. Whereas others come to Ordotown to escape, Stilltongue came to serve.  Guided by the God of Mercy, Stilltongue has established a modest temple in Ordotown. Mute by nature and choice, he communicates through graceful gestures that most of the locals can understand.
Not everyone who comes to Ordotown comes alone. Some bring spouses and children. Sadly, not everyone who leaves Ordotown takes their loved ones with them.
Stilltongue looks after the abandoned, the old and the sick. He is a vital component of Ordotown’s continued survival and no one would dare harm the cleric. Those who even suggest such a thing often discover its the last thing they’ll ever say.
Without even meaning to, Stilltongue has become the de facto leader of the closest thing to a community that exists in Ordotown. He is one of the unofficial leaders of the town, and his faction consists of various individuals ranging from abandoned families to dying adventurers to those rare individuals who seek some kind of spiritual redemption.
Stilltongue could probably assume more formal control of the settlement, but he has no desire to do so. Also, he acknowledges that he is not a martial commander and Ordotown needs that just as much as it needs his spiritual ministrations.

Lux Tenebris: Rin Kurdek

RIN KURDEK,  L11 Human Fighter

STR 16 (+3)
DEX 10 (+0)
CON 14 (+2)
INT 12 (+1)
WIS 12 (+1)
CHA 06 (-2)
HP 82
AC 17 (Chain Mail w/FS: Defense Bonus)

Traits:
Languages: Common, Orc

Proficiencies: +4
Armor: All armor, Shields
Weapons: Simple, Martial
Tools: Dice set, Thieves’ tools
Saves: Strength +7, Constitution +6
Skills: Acrobatics +4, Athletics +7, Deception +2, Stealth +4

Feats:
Criminal Contact
* * *
Fighting Style: Two-Weapon Fighting
Second Wind
Action Surge (1x)
Martial Archetype: Champion
- Improved Critical: 19/20
- Remarkable Athlete
- Add Fighting Style: Defense (AC +1)
Extra Attack (3x)
Indomitable (1x)

Equipment:
Shortswords(2). Melee. +7 to hit; deals 1d6 +3 piercing; Finesse, Light.
Light X-Bow. Ranged, 80/320; +4 to hit; deals 1d8 piercing; Ammo, Loading, 2-handed.
Chain Mail. Heavy armor. AC 16; Min STR 13; Disadv on Stealth
An explorer’s pack, a crowbar, a set of dark common clothes including a hood and a belt pouch containing 15 gp.

Rin Kurdek is an ugly man, inside and out. He fled to Ordotown ten years ago and has said he will not leave the town alive.  Occasionally, bounty hunters arrive, having tracked Kurdek down. He’s killed them all. The lucky ones he killed quick. The unlucky ones he killed slowly and in public, taking his time to make sure all the locals see what he does to those who cross him.
Why Kurdek came to Ordotown remains a mystery and no one wants to ask. He’s been in town long enough to have accumulated followers among the longtimers. Ordotown doesn’t have a government, but it does have factions, and Kurdek controls one of them. His faction is comprised mostly of fighters. It’s the reason Kurdek can hold his little public displays.
In theory, Kurdek could probably take over the town, but it’s unlikely he could maintain control for long. Without the resources the other factions bring to the table, Ordotown would wither up and die and no one wants that to happen. Least of all Rin Kurdek.